LOLOL ah it's good to be back. Nothing like a good beta to get the 'ole juices flowing.

Fila my man, my apolgies for the sarcasm. I saved the first version and compared the two. I honestly didn't notice an appreciable difference between the two versions in terms of lighting. Maybe the second version was a hair lighter, but at the same time it didn't seem dark to me to begin with. I even ran it on my son's computer (he has a crt while mine is a LCD) and it looked fine.

I also never noticed lag issues of any kind, and I ran a few laps on both mine and my son's. I'm sure the same would be true if I put it on Julie's computer, but it's not worth the lip I'd get for installing mtm on her machine lol.

Oh, if it helps any, by the dock where you have the four bamboo huts (forget what those things are called) that lead out to the motorboat, two is probably sufficient, which would free up a couple of object places to be used elsewhere. Something to consider, anyway.

Of course not. You said you weren't going to fix anything so why would I bother.

I did at least half of what you said in there.

I have done nothing to the short jumps because there is nothing wrong to begin with. If you end up screwing the jump (i don't see how you can though, you can make the jump going in reverse... well almost) you can easily take the path on the left or right of the road to climb back on.

Also you are not very helpful when it comes to the laggy part. So far it seems you are the only one suffering from it so if you want me to fix that by setting some objects on complex then post me some screenshots of the exact location where it happens and i'll get it fixed.

Fila, I noticed a slight difference on my screen. I had the brightness right up here. Guess its a monitor issue so thank you.

I like the signs to the cps now, think i put a dent in one, couldn't miss it since i hit it lol.

The cp markers blend in with the scenery on my screen. Was good running it with the computer trucks, as any in front dont knock down the markers deliberately so you can't find them lol. (unlike some racers I know lol)

Sorry Phin, you can call me a liar but there is nothing i can do about the lighting. I have set the Dark to 0% and 100% (no difference as far as i can tell), the Bright to 100%, the Alt. Bias to 0% and the Shadows to 37% (and i tried 0% for shadows as well, except those feint places under trees and near hills there is no difference).

If there is a hidden trick somewhere to fix this then by god tell me but there is nothing i can do.
Other than the small parts right behind the mountains and/or under the bridges and trees there is absolutely no difference. And on my computer the shadows behind the mountains never even reach the road itself.

Also i noticed a bug in Traxx. It doesn't save the lighting settings for each .txx
If you have one settings for A.txx and open B.txx the same settings will be applied to B.txx as they are in A.txx

This lighting issue here is interesting because honestly this track being too dark is not in the least an problem for me, in fact when I first ran it my impression was how nice and bright it was. I've seen dark tracks in the past where it's downright annoying but typically these tracks use dark textures to begin with, combined with a poor traxx lighting choice.

Is it a hardware issue or simply a monitor setting? Here's what I see. summerisle.jpg

Can you read what's on those signs? I can't.
<center><img src="http://mtm2.com/~forum/images/summerislelight3.jpg" width="400" height="300"></center>

There's a finish line in that shot someplace.
<center><img src="http://mtm2.com/~forum/images/summerislelight4.jpg" width="400" height="300"></center>

There is a contrast problem. Maybe I'm more sensitive to it, but it's there nonetheless. We had a similar problem on Maple Grove, I recall. I think it's a combination of a few things: dark ground textures and dark roads, light back drop and sun position. Fila, try 0%,100%,0%,0% (or 100%,100%,0%,0%) with sun directly overhead. It's about the best you can do, I think.

Guitar Bill says: Dark and Bright - You can set these to the same value if you want the whole terrain to be lit at the same brightness.

If you're really ambitious, maybe experiment with a different backdrop but I won't complain if you don't.

The only obvious differences when changing darkness and brightness are ground boxes. Have a look at a transition from ground to ground boxes, using the same textures, and play around with the lighting. Then see if there's a difference.

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